The only two features of this mod are ammocount specific reload animations for some weapons (uspis_92fs, usrif_mp5_a3, USRIF_M203, usrif_m24) and depleding ammo belt for uslmg_m249saw It is basically a stripped out version of the mod seen in this vid http://www.youtube.com/watch?v=AN1MjhCN9kE

I need a lot of testers because it uses readprocessmemory function to determine the ammocount and i am not 100% sure that the offsets i use are correct on different PCs

To install the mod extract the archive and copy RFX_demo folder to your "Battlefield 2/mods/" directory.

If you are running BF2 1.41 open RFX_demo/settings.ini in notepad and change "GameVer=1.5" to "GameVer=1.41" Only these two versions are supported.

To run the mod double click on RFX_launcher.exe a balloon message should pop up on the bottom right of your screen and BF2.exe should be started.

After running the mod, whether it works or not, please send me the log file from "mods/RFX_demo/Logs/RFX_Log XX-XX-XXXX XX-XX-XX.txt"

What was wrong with the M249? From the log i can see that atleast the animation triggering worked fine. Note that for the m249 there is only one reload animation which is used for all ammocounts. (i'm not that great animator + i'm lazy, so i didn't make different reload variations)

At the moment I presume you are "injecting" when there are no rounds left in the mag? ... I noticed some times the slide locking back would still finish the standard "last round fired" animation (slide forwards) and then the slide would "rubber band" back into "locked" (when your program "injects")...

I made a personal version of this using PR's script system, though I had to lower the weapon ROF in order for it to "catch".. (it worked well - aside from the ROF issue)

Basically the "1 round left" fire animation would not have the slide reciprocate, but rather lock back...(have your system watch for "1 round left", and when it sees it, inject the non reciprocating fire animation.. & leave the rest of your system "as is"..)

-----

though actually after looking again, the "rubber banding" issue is very slight. Its really up to you in the end!

At the moment I presume you are "injecting" when there are no rounds left in the mag? ... I noticed some times the slide locking back would still finish the standard "last round fired" animation (slide forwards) and then the slide would "rubber band" back into "locked" (when your program "injects")...

I made a personal version of this using PR's script system, though I had to lower the weapon ROF in order for it to "catch".. (it worked well - aside from the ROF issue)

Basically the "1 round left" fire animation would not have the slide reciprocate, but rather lock back...(have your system watch for "1 round left", and when it sees it, inject the non reciprocating fire animation.. & leave the rest of your system "as is"..)

-----

though actually after looking again, the "rubber banding" issue is very slight. Its really up to you in the end!

I made everything as moddable as i could. This can be achieved just by editing the WeaponProperties.ini file and animationSystem1p.inc on the current release version.

From this:

CODE

...[uspis_92fs]...SpecialAnimationTriggerAmmoCount 0......

to this:

CODE

...[uspis_92fs]...SpecialAnimationTriggerAmmoCount 1......

This makes it trigger bundles: fire_1 stand_1 etc. when ammocount reaches 1 and fire_0, stand_0 when ammo count is 0. In the animationSystem file you have to create the bundles for ammo count 1 Just duplicate and rename the normal bundles except for the fire bundle you have to create and rename the actual animation too.

My latest test build has an ammocount offset value which can be coded for specific animationBundle so coding this is a lot easier (you only have to create the fire_1 bundle and animation).

@moftyI just noticed that the problem is not the fire animation but it is the blending to the still animation. The actual fire animation doesn't move the slide at all. It is still blending to the regular animation when it should blend to the ones with _0. This is because of poor performance not an actual bug and is not a problem in the latest test build because of the great performance update.

Features:-BF2 style .con parser + new ObjectTemlate commands-Mounting .zip archives-Ability to add different reload times for Dry/nondry reloads-Improved performance.-Hit direction indicator relative to player angle-PR style compass marker-Weapon hudName and templateName no longer have to be equal-Fake Fullscreen support-Lots of small tweaks and bug fixes

had a quick play, everything seems to be working well.. Are you still after testers? only thing I noticed - in fake full screen mode, my terrain is solid grey/brown.. (this does not happen for me using either bf2.exe or bf2_r.exe) I am on win 8 64bit, 680 GTX = driver:306.97..

This is sort of a public alpha test so by downloading it you are a tester Would be nice if you could send me the log file from "RFX_demo/logs/RFX_log..." I could read what kind of performance RFX has on your PC.

The fakeFullScreen is only an experimental feature and if it doesn't work my advice is not to use it. I have only tested it on ATI hardware. Disabling AA might or might not help with the terrain issue.

Sneak peak at the next version (Not released yet). Features a customization system that includes a kit generator which handles all the code/hud stuff for you. You just have to define which items you want each kit to have. This is still an early WIP.

I really really really hope this works, I have hundreds of weapons collected and this would blow the LAN party guys out of the water for this kind of personalization. Total kit customization... awesome... awesome. I notice the two boxes below the primary and secondary choices, for choosing misc kit items like claymores etc?

I know this might sound like overkill, but any way the amount of gun choices per kit could be expanded (both primary and secondary) to at least 10 (each)? Like said I have a lot of weapons ingame, list is growing, and I love variety. I currently use the unlocker app for BF2 ver 1.41, but this is definitely something far more flexible/promising.

The only thing limiting the ammount of weapons per kit slot is the number of buttons you can fit on the screen But keep in mind that for example a kit with 10 items for each slot will require 10^6=one million kits. Lucily 10 items per slot is not a very realistic scenario. You could easily do like 20 primary weapons if you would then limit the number of other items.

The only thing limiting the ammount of weapons per kit slot is the number of buttons you can fit on the screen But keep in mind that for example a kit with 10 items for each slot will require 10^6=one million kits. Lucily 10 items per slot is not a very realistic scenario. You could easily do like 20 primary weapons if you would then limit the number of other items.

Ah, so I take it that this works in similar fashion to the Wookie Sniper mod, where each kit combination has to be written out individually. Woof, that'd be a lot of work.